Jayjay's Recent Forum Activity

  • Jayjay - I'll make the update and test it out..hopefully it solves the problem..if not I'll have to dig deeper with wireshark and maybe do another testing session with you.

    Okay, good luck SciDave.

  • Hi Jayjay,

    Am I correct that it only affects when initially establishing a connection? If that is the case, I think it can be solved with updating how the server assigned player numbers and also smartly not sending a flood of packets to all incoming clients when they are trying to join up. I've run into an odd bug where I can't get the server to send an update to just the current client...haven't had time to troubleshoot yet. I'll give it an hour or so this weekend and see if I can't find a solution. :-)

    Nope, this will fling any information sent back and forth once a packet has dropped. This may be a packet dropping occuring each time, but it still happens to all subsequent data.

  • Hey SciDave, how's that packet loss bug looking?

  • Hmm... Server can't send message?

    My suggestions:

    - Add condition "on server full"

    - 3rd Parameter of action "connect" can use any channel without not listed. For example: 1-st and 8-th channel is used.

    - add condition "on server host" and "on server host failed".

    The server can send messages, take a look at my Server cap from Pixel People Online.

    Those suggestions would be nice though, right now the only way to tell the user it's full is to say "Can't connect, is the server full?" when connection fails.

    I think you can use the other channels already, but the 4 listed behave in special ways if I'm reading what SciDave wrote correctly.

  • Cool! Thanks for the info. Gonna start asap :)

    The fluids are physics objects, one water and one lava and they interact with the game until they hit the ocean.

    No problem, and ok, does the water and lava get created randomly, or in certain positions?

    If it's randomly positioned, send a packet "Spawn:Type:SpawnX:SpawnY" which then creates the type of liquid, and then you don't need to send every X and Y co-ordinate for each particle.

    If it's constant positions in the map, then just send the positions of all the other objects.

    However, if the water and lava need to be 100% accurate, then you're probably going to take a slow-down positioning each object.

  • Hi everyone! I haven't tried this plugin yet since it was said to be for turn-based games and not fast shooters. Im making a fast and heavy shooter game and wonder if it'd work on LAN with this plugin.

    I was hoping for Davo/Arsonide's Raknet plugin to be released sometime in the future. But until then is it meaningful to try this plugin together with smart programming.

    My game will have large backgrounds, advanced physics with fluids, alot of bullets in the air and destructible terrain.

    :)

    If you can compress how much data you're sending each tick, and do some basic lag compensation, I think the plugin will work fine for that.

    EG: Instead of sending every objects position all the time for the physics objects, just send their position and velocities after hiting something. And if your fluids are only graphical, they can afford to look slightly different on each computer

    You can grab the source to a "Casual MMO" I made here if you want to see ways to use plugin.

    Right now there is a pretty bad bug over the internet however, the instant someone starts losing packets everybody starts repeating the same messages to each other tonnes of times. This seems to depend on either connection quality, or connection speed, but I'm not sure which. You want to make your game LAN so it shouldn't be a problem (even wireless is fine).

  • Awesome, congratulations Kyatric!

  • I left the controls inverted on purpose, thinking it would be a fun challenge. But people seem to find it too hard... I'll have to consider changing it...

    Maybe give a bonus to people who use it, but have an option to turn it off?

  • Well, the idea was always to keep the screen in the same position, it works fine that way because of the gravity of the objects. Also, once you get the hang of it it's not that difficult to control...

    Yeah, it is nice, but I made a cap a while back (here), which kinda shows what I mean for moving left and right when gravity is down/up.

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  • > This looks great =] I think starting from scratch may benefit just so you can know exactly what you're doing, rather than trying to re-learn the code.

    >

    > Either way, I'd love to see this finished =D

    Thanks ;)

    What about the difficulty? Did you find it too hard or too easy?

    Well, it seems that the main difficulty is in the controls, it'd be nice if either the screen rotated with the player, or the controls moved the player relative to the screen rotation instead.

    Otherwise, it seems just right =D

    Edit: Just found the lighting option, that makes it look even better! Shame that my pc is too old to get full fps in that mode though =/

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  • On the other hand, it's irritating as a player to switch the tab away, and come back and you've died because the game carried on while you weren't looking. IMO, it's actually a useful feature it pauses while you're not looking.

    The player can always create a new window with a single tab - that might work to keep it running.

    Yeah, dying while away is lame. I was thinking of sim games like Smurfs where it says "Building complete in 2 hours".

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Jayjay

Member since 18 Mar, 2008

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